Yes I am. I've used it, variations of it, and other "tricks" too. The players sitting in that one-off session can't even be bothered to chose between 2 choices let alone five.
Part of it is because the session is a casual one. It's a one-off, it's meant as an introduction, and no one is invested in either the outcome or PCs. I get that. What I don't understand is the passivity of the players, their inability to choose, their inability to even want to choose. It isn't as if it's a tricky puzzle either. I usually run one of the ATV Doubles specifically because the players must make choices; i.e. Which direction will you drive in? And they still can't or won't make a choice without constant input from me.
It's not all players, but it is a generational thing. People today want to be amused rather than amuse themselves. They're passive voyeurs rather than active participants but they'll scream out loud if they feel you're railroading them.
Yes, it's like being a comedian for a tough crowd. Players like that can be almost passive aggressive. It's as if they're trying to prove you can't entertain them.
I think a lot of this passivity comes from computer games, where there is an illusion of an open world but it's all pretty much scripted. Players discover that going in their own direction is futile, and obeying the preset story is the only way to get any amusement out of the game. Early d&d modules were also very structured, and similarly discouraged putting ones hands and feet outside the ride. Later on, things got a lot better and a lot more open, but there was still a preset story or mission to be accomplished in most adventures. At least later adventures let the players decide how they would accomplish the adventures goal.
So, players have been accustomed to having goals presented to them, and with computer games, they are often required to follow a predefined path.
Players accustomed to this can be seriously out of their depth when confronted with an unscripted sandbox.
They've never been required to think about who their character is and what motivates him. They've never had to ask why.
So they're in a game, but the familiar guides aren't there. The familiar story GPS isn't there. They're not being slapped across the face by a quest giver they can't avoid and getting ordered to go on a mystical quest. So they look to the ref and ask what they're supposed to do.
Then there's the players who dont care. They try it to see if it will entertain them. They expect *you* to entertain *them*. Theyre not invested, and they don't really want to put in any effort. Figuring out what to do is effort. Figuring out who your character is, and how he'll seek his fortune in a sandbox setting, is a lot of effort.
Traveller is particulary difficult for players like that, because traveller doesn't fit a simple easy to encapsulate narrative.
Star wars is bad empire vs. plucky rebels. You're on one side or the other, and you know your role.
It's difficult to describe traveller like that. It's hard to say well it's like (name popular show or book), because traveller has so much depth, and people rarely want to make the effort to read about the setting.